Impossible for me to edit Uruki in blender.
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When you see that white rubber-ball look, it’s usually because a PhysBone radius is too large. Its an easy fix.
try this steps:- Select the problematic PhysBone in your avatar.
- Look for the "Radius" setting.
- If it's something like
0.01, try changing it to0.001— just add a zero between the decimal and the number.
→ Example:0.01→0.001
This makes the bone collider much smaller and stops it from ballooning out or colliding wildly.
Also, for the outfit clipping:
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It's not your fault, many outfits from different creators have poor fit or missing blendshapes.
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The best way to fix this is to record blendshape toggles for your outfit.
which likely means>> when your avatar uses a certain body shape (via blendshapes), make sure the outfit also uses the same one.
- Tools like Modular Avatar can help auto-sync these, but sometimes you have to do it manually by matching the blendshapes (e.g. “BustSize”, “Waist”, “Thighs”) in the outfit to the base body.
-
When you see that white rubber-ball look, it’s usually because a PhysBone radius is too large. Its an easy fix.
try this steps:- Select the problematic PhysBone in your avatar.
- Look for the "Radius" setting.
- If it's something like
0.01, try changing it to0.001— just add a zero between the decimal and the number.
→ Example:0.01→0.001
This makes the bone collider much smaller and stops it from ballooning out or colliding wildly.
Also, for the outfit clipping:
-
It's not your fault, many outfits from different creators have poor fit or missing blendshapes.
-
The best way to fix this is to record blendshape toggles for your outfit.
which likely means>> when your avatar uses a certain body shape (via blendshapes), make sure the outfit also uses the same one.
- Tools like Modular Avatar can help auto-sync these, but sometimes you have to do it manually by matching the blendshapes (e.g. “BustSize”, “Waist”, “Thighs”) in the outfit to the base body.
@Cockodrile Thank you for your reply! Next time i get to editing and messing around I will try this and update if needed! It's seemingly all of the physbones seemingly but I will look and see if it's just one singular one that's an issue!
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@Cockodrile Thank you for your reply! Next time i get to editing and messing around I will try this and update if needed! It's seemingly all of the physbones seemingly but I will look and see if it's just one singular one that's an issue!
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@Goth the physbone radius and things being giant upon export is a scaling issue. check your settings when exporting to unity
@zeta.zaza Yeah CATS doesn't seem to work suddenly even for older models and so the scale is different when I export as a regular FBX, guess I try reinstall the plugin or use a newer version of blender and hope for the best?
Alternatively i just copy all the transforms from the original model separately and this seems to fix the issue.
Update: Even my other unity tools aren't working now and I have no idea what's happened or why the export/import settings are all out of wack nor do I know what they're supposed to be.
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@Goth the physbone radius and things being giant upon export is a scaling issue. check your settings when exporting to unity
@zeta.zaza Out of curiosity what version do you use to edit models in blender (if applicable)
@Cockodrile You too, which version of blender do you personally use?Update: Switching to CATS dev version seems to of fixed my issue, thanks everyone for your help though!

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@zeta.zaza Out of curiosity what version do you use to edit models in blender (if applicable)
@Cockodrile You too, which version of blender do you personally use?Update: Switching to CATS dev version seems to of fixed my issue, thanks everyone for your help though!

@Goth well, Im glad you figured something that worked out for you

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@Goth well, Im glad you figured something that worked out for you

@Cockodrile OHMERGOODNESS I WAS LEGIT IN MY ROOM TWEAKING FOR A WEEK. I FINALLY JUST GAVE UP ON THE EDIT IMA TRY THIS OUT THO
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